I’m back!!!

It’s only been 800 years since I last finished a game. But anyways, this was really cute and fun. So short though! Me and my girlfriend had a good time playing it, and it felt like such a wholesome, light experience.

Some really cool level design, pretty much impossible to get really stuck anywhere. So many little secret things to find and mess around with, and even some really cool little racing levels that were so random and fun.

I’d be okay with playing a lot more games as cute and harmless as this one.

Though Uncharted 3 didn’t quite reach the same heights as the 2nd game for me, it still managed to pack a sharply developed punch and an effortless amount of charm.

I don’t think the narrative tops that of its predecessor. But when it works, it works. Especially the first half hour of the game. Once it starts, it has your attention. It often seamlessly blended its cutscenes with its gameplay- and man the combat feels good here! Better than ever.

The hand to hand stuff finally feels polished enough to be enjoyable. There’s also a handful of gameplay elements that have been fine tuned to feel more organic. They’ve consistently topped themselves in that department.

The level of detail is also an improvement. From its level design to its character models. For a game that’s roughly 12 years old, it looks great! It really shines throughout certain sequences. Much of the first hour is breathtakingly good to look at. The desert sequence still looks fantastic also. When you enter the lost city for the first time, the scope is truly felt.

The set pieces are as grand as ever. While I don’t think they’re quite as varied as the second game, there’s not a single one that’s less than good. Every set piece was awesome in its own right, and the way they blend together feels organic.

The story is better than that of the first uncharted, but not quite on par with Uncharted 2. Sully and Drake’s relationship to one another is really the thing that shines about the story. I wish they would have even given us a bit more of young Sully and Nathan throughout.

I think the stuff with Elena is always nice. Though they did just rehash the same story-beats for their relationship. Regardless, I think the execution of the storytelling is what really sold the entire thing. The antagonist could have been stronger. At least her motivations. I actually liked her as a character quite a bit.

Overall the game is pretty amazing. I’m really loving this series so far. I hope that the final entry manages to tighten up both the storytelling and gameplay. Not like it’s bad or anything- cause it’s far from it. I just see room for growth, and I know that this series has the potential to have a truly masterful entry. Regardless, it’s a fantastic one as is.

So I don’t exactly have the same nostalgia for this series that a lot of others do. I did play Arkham City a lot as a kid, and at that time I loved it. Outside of that, I haven’t touched the other games.

I wanted to revisit Arkham City in my adulthood, but I figured I should start where the series began. I’m glad I did. As someone who went into Arkham Asylum as an adult, almost 15 years after its initial release- I can confidently say it still holds up well.

It’s a more linear experience than the one I was familiar with, but I’ve grown to appreciate linear storytelling games over open world experiences anyway. Even while operating as a more linear experience, it still has an open air of freedom. You have an entire island to roam around, and you can freely go where you please when you want to.

So while it’s not entirely “open world”, it’s still open arena I guess? Idk the term for it. Anyways, I love the gadgets you unlock throughout the game. They’re everything you would want to be able to use as Batman. The remote control batarang is awesome. I only wish I could knock out enemies completely with it.

The aesthetic is so richly moody and atmospheric. Rocksteady did an incredible job at capturing the spirit of the character, and the comics. I also love that they weren’t afraid to go a little creepier than some kids might have been ready for at the time.

A lot of the combat still feels really cool. I do wish some things were a little more responsive, and that there was a bit more complexity to the combat system- but I also recognize how revolutionary this was for its time. I’m willing to bet improvements are made in future installments.

The boss levels were a lot of fun, and I wish there were more of them. For a what was probably a stripped back budget at the time, Rocksteady really managed to pack a lot of punch into this game. There was nothing else like it in the superhero genre. They really created something truly special, and I love it.

I don’t think that it narratively reaches any exciting heights or anything. It’s pretty standard superhero fair. But for what it was, I really enjoyed it. If any of the future games can combine incredible gameplay, atmosphere, and storytelling, then that will for sure be a game that’s one of my favorites. This got pretty close at times.

Can’t wait to continue with the series!

I must’ve thrown at least 100 hours into this game as a child. Maybe more than it deserved… but regardless, I loved it.

The early 2000’s vibe really allows it to shine on a replay. From the music, to the clothing. Even down to the way people talked. It all captures the aesthetic perfectly. To this day, it’s fun to play.

The gameplay loop is admittedly repetitive, and there’s still limitations on what you’re capable of doing. But man… I’d be lying if I said I wasn’t grinning ear to ear a lot of the time. Perhaps it’s the nostalgia talking, as I know this game visually looks pretty bad nowadays.

But the mini games are so fun, and there’s so many of them! Each is so different from the next. It really feels like they were firing off on all cylinders as the time. At least for a kids game.

There’s a lot of different mechanics for such a simple game, and while none of them particularly shine, they all at least range from good to halfway decent.

I think Thrillville still manages to pack a lot of fun into a short experience. The gameplay loop won’t be for everyone, and I can see where the criticisms would be warranted. I’m just glad I got to revisit this childhood classic.

Kept you waiting, huh?

Well I finally got around to playing it.
And goddamn, it’s everything people said it was. It’s everything I still doubted it to be. It’s everything I was hoping it’d be.

It takes every aspect I love about the first Metal Gear Solid and dials it up a few notches. It even tosses a lot of the issues I had with the first game. The gameplay is much more refined, and relatively satisfying this time around. Traversing the shells wasn’t quite as mind numbing, and the progress saving was much more generous when you die.

The fixed camera is still here, but it bothered me less than the first game because it didn’t feel as stilted anymore. The fact that MGS3 ditches that aspect altogether excites the hell out of me… and kind of makes me sad. I’ve come to love and associate the fixed camera with this series, so it’ll be an adjustment to see it gone.

Every single character is FANTASTIC. Some of the best character writing in any video game. The storytelling was even better this time around, and the goddamn set pieces were off the charts. The game continually found new ways to impress me.

Some of my only issues were that I’m not a big fan of using the same button to do different mechanics, and some of the objectives throughout the game can be too linear. Otherwise, this hit it out of the park. What a game. What a story. What an experience.

This is everything I was hoping David Cage’s ‘Indigo Prophecy’ would be.

At least in the sense that it’s narrative and gameplay mechanics operate and function in the same manner, but instead of devolving it’s story from a mature and compelling mystery into a 13 years old’s wet dream… it actually keeps up its sophistication with well written plotting while continually making each moment equally consequential.

Fuck yeah.

What a trip this was. The way they utilize and manipulate player expectations to tell a more complex and interwoven story is awesome. It never goes too far, and it almost always keeps you guessing. It’s easily my favorite horror narrative in any of the horror games I’ve played.

Its atmosphere is unmatched, and its characters are all well written- even when they’re not immediately likable. Supermassive clearly knows what they’re doing. Time to play The Quarry.

Paratopic is drenched in a unique neo noir style that really works. Especially when accompanied by uncanny valley, low poly graphics, and a score that really solidifies the bizarre atmosphere.

It’s weird, its dark, it’s kind of beautiful? It’s short! I like it. I wish it was longer, and I wish I was able to take a little more away from the experience… but I’m happy with what it was, and I can see myself returning to it in the future.

Cute, cute, cute.

The ending feels bizarrely melancholic. Perhaps the final dialogue was written before the story had been worked out? Regardless, the journey to get there was rather lovely.

There’s something so special and atmospheric here. They really managed to create a space so cozy, and simultaneously scary. This really laid the blueprint for the masterpiece that is “What Remains of Edith Finch”.

I’m so happy that another game like that one exists. These will be so rewarding to return to in the future. I petition that we get one game like this every few years. It’s therapeutic for the soul.

Bonus points for the Twin Peaks reference.

Using my favorite video game as a way to plug the trailer for my new film (As it was a source of inspiration):
https://www.youtube.com/watch?v=dVQzC7bIBys

I finished writing the movie not long after completing this game. It was inevitable that some elements from this story's DNA would seep their way into my script, as this was what inspired me to finish.

Though I'm not sure that I could ever write anything as heartbreaking or moving as what has come out of The Last of Us games, the soundtrack was another constant motivator. Finding the writing through music.

It doesn't matter what medium a story is told in. If it's well executed, it can inspire others- or at least resonate with them fundamentally.

What kind of experience do you hope for when you pick up an action adventure game? Are you looking for an epic scale story and satisfying combat?

Perhaps you want to traverse some richly detailed environments and do a little puzzle solving along the way.

Uncharted 2: Among Thieves manages to deliver on just about every single thing you would hope to get out of such an experience. I needed to sit on this one for a bit before properly writing about it because I wasn’t sure how to approach this review.

It’s not a game that necessarily redefines the genre or reinvents the wheel in anyway. But it’s sure as hell the type that keeps the wheel spinning better than ever. A lot of the problems Drake’s Fortune had were reworked. Especially in the combat. It’s a lot more fluent and opportunal (not a word?) than ever. Though it’s not quite as tight or clean as something like tlou… yet. I love that you can now throw the barrels in any direction, and being able to use grenades is awesome.

I also think the traversing was a big step up, along with the environments you go to and from. The story feels much more grandiose and the scope is a lot larger with the way they develop it. The set pieces are bigger, and better! The boss fights are pretty awesome, with the exception of the mercenary on the train, cause wtf was that.

Outside of some large difficulty spikes that could be pretty obnoxious, a final boss fight that left more to be desired, and a combat system that could use the same polish as naughty dogs later titles… Uncharted 2 kicks ass in just about every way you’d want it to.

I really hope the final entry in the series manages to blend all of the elements I love with the ones I’m hoping for. Nonetheless, I have one more to get through before then, and I’m not mad about that!

One other little thing I’d like to address is that I see the first game get flack for its supernatural elements. I’m now left very confused and don’t know what to make of that considering this game takes it a step further… which if I’m honest, I kind of liked. I never felt like either game went “too far” or anything. It’s okay to be a little silly.

Last thing is that I’m tired of folks pretending as if the first game is this awful first attempt, and that this sequel rectifies all of the series’ issues, and is like 3 steps above or something. How stupid. Don’t get me wrong- THIS IS A BIG IMPROVEMENT. But the first game still rocks… and this just enhances all of the elements I loved about that one. So it’s time to show some respect to Drake’s Fortune. Thank you for your time. Goodbye.

Few games have managed to have such unique mechanics as their primary focus of gameplay. Perhaps that’s what makes L.A. Noire so incredibly special, and simultaneously so frustrating.

It’s a games that never quite reaches the heights of its potential both through its narrative and its gameplay… but it consistently tows the line of becoming something truly great.

It manages to immerse you in its 40s noire-esque atmosphere through the well executed use of music choice, dialect, automobiles, clothing, and set design. And that score… oh wow that score. I would have loved to have more to do in this open world. I’d love to get lost in it.

Rockstar managed to create a truly living and breathing world through Red Dead 2 with its over abundance of interactivity and detail. Something similar can be said with the approach to the grand theft auto games as the combat mechanics open them up to so much excitement and possibility.

The problem with L.A. Noire’s open world is that it feels so empty… there’s some stark limitations on what you can and cannot do, and there’s not a lot of interactivity with the world. I would have loved to stumble upon active crimes, or random NPC exchanges. I recognize that changes such as these have only blossomed at Rockstar over the last decade, so this game predates those lovely inclusions… but I can’t help but think about how much this game might have benefited otherwise.

The game gets a lot of slack for its narrative, as it just isn’t quite as interesting or strong as it should be for a detective game developed by Rockstar. The first half’s pacing feels fragmented with most cases lacking a strong overarching narrative structure. It certainly feels like some cases are only their to pad out the run time.

It isn’t until the back half of the game that pieces begin falling in place and dots begin connecting. I really liked the way certain pieces of information came together for me as I was playing. It was almost as if I had solved some big case of my own, as they deliberately don’t spoon feed the player. I think if they had trimmed off some fat in the first couple of departments, it would have benefitted the story they were trying to tell.

I don’t like that I can’t jump!!! Aughjhh. I don’t like when games don’t allow me to traverse wherever I want to. I mean sure, I’ll probably do something stupid and pointless. But that’s my right dammit! I want to jump off of that building or climb up the side of it! Let me have what I want!

Anyways, I mostly really liked the gameplay otherwise. You were limited to what you could and couldn’t do at times, but it all felt organic to the story flowing through each scenario you were in. I think trying to determine whether or not someone was telling the truth was a really awesome idea in theory… but never quite worked the way it was supposed to. It’s a mechanic that probably would work better today, as the technology for it is likely more ready for something so ambitious… but I think here, it was perhaps- too ahead of it’s time.

The alter in protagonists was a lovely little surprise. Especially since Kelso is an awesome character. I’m beginning to really love games that do it.

Overall, I came pretty close to loving L.A. Noire. If the elements I took issue with were refined, I probably would have. But liking it a lot isn’t too bad either.

Marvel’s Spider-Man 2 throws its player in the most lively version of NYC we’ve ever gotten to swing around. And to keep up with the hustle and bustle of it all, we’re given some new unique abilities to get around just as fast as you’d need to as the city’s hero.

Theres a ton of new mechanics to unpack, in addition to more than a few changes to its combat. I love all of the new traversal mechanics. Not only do they feel organic to use, but they make getting around more exhilarating than it was in the first game… which is wild considering how fantastic it was to begin with.

The combat is still incredible. The skill trees are wonderful. I loved using the Symbiote suits. The combat feels friggin awesome. I can also understand why they chose to replace or change certain elements of the combat mechanics to fit with the way the new suits work. I can’t deny that I do still miss the old web mechanic. Choosing which webs I wanted to use while fighting my enemies was really nice.

But hey, if I want that combat mechanic so bad I can just go play the other two amazing games instead. I love that I can play as Peter or Miles at almost anytime. There’s just enough different about the two of them to keep the combat distinguishable. I do wish the story had more Miles involved, as it was very Peter heavy… but considering the direction it looks like they’re taking, I probably won’t have that complaint forever.

They try juggling so much here, and while so much of it is fun, I do think the narrative lacks some substance as a result. It’s a real shame considering how strong of an emotional core both of the other two games have. I think it also suffers from an over abundance of cliché character writing. I couldn’t buy into certain character emotions as they felt like a hard left turn from what we’d been seeing throughout the game… and the buildup didn’t necessitate the changes.

It also worries me for the future as there’s a lot that’s been set up going forward… and I’d love if they stripped things back a little bit and focus on a more singular character driven story the next time around. Not to pretend like this wasn’t character driven. Just a little unfocused.

The pacing isn’t the best either. There’s like, no boss battles in the first half of the game, and nothing but boss battles in the back half. It was really strange. But shiiiit. Every one of them was really damn good. There’s so much goddamn potential for this to reach the narrative heights of the first game… I just think it gets in its own way of doing so. Regardless, it’s a hell of an experience. One that I feel lucky, and honored to have been through.

I have so many thoughts and feelings that I’m having a difficult time putting into words, so I’ll keep it short. While it’s got its issues, Marvel’s Spider-Man 2 does get enough right between its gameplay and story to be a memorable and thrilling experience for any fan of the character, along with those who just want to play a great video game.

What’s it like to “Control” Jesse Fayden?
Pretty damn cool… for the most part.

Though it’s likely my least favorite Remedy Game (a detail I’ll touch on in a minute), there’s still plenty to enjoy in a single play-through. The combat mechanics get progressively better as you go along, and stylistically, it has similarities to some of the coolest Sci-fi films out there, such as Annihilation and Stalker.

It took a while for the combat and traversal mechanics to grow on me. It felt underwhelming at first. The gunplay didn’t really feel all that satisfying early on, and it was a while before I started to unlock new abilities, which made traversing the building feel like a slog. I used fast travel more than I would have liked to.

Things began to click about 35-40% through though. Using the different abilities in tandem became really satisfying. That’s when the full potential of the combat was realized. Upgrading each ability was useful, though I had to occasionally start from scratch with the upgrade system, which felt a bit superfluous.

The UI of the upgrade system could have been better. I get the whole minimalist stylistic choice… but I actually think that hurt things here. It’s very bland, and uninteresting to look at. Bareboned to say the least.

The same can be said for the environments in this game. It’s cool that this all takes place in one really tall building (or the oldest house) in concept… and it does a nice job at trying to make different floor levels feel distinguishable. It still manages to suffer from a bland color palette, and a lack of interactivity in its level design. These areas feel empty and devoid of entertainment.

Aside from the random enemies that you have to fight, the files you find, and the boxes you open, there’s nothing to do. I can see why making it feel devoid of life would help the narrative… but there’s more that could have been done to immerse the players in this environment. Now that I’ve shat all over the style after saying I really liked it in the beginning, let me explain what I meant by that.

The cutscenes are designed in a way that feel very cinematic. I think that’s when the stylistic flair really shines. I love the look of them. Especially the opening. It sets the perfect stage for the journey ahead, and it manages to establish a level of mystery and intrigue that reel you in immediately. If only it was able to maintain that!!!

Perhaps the most frustrating aspect of this game, is the narrative.
It starts off really well, and it slowly devolves into a meandering, confusing mess. Mostly because it’s filled with fetch-questy side tasks that don’t really add much to the overall plot. It’s you running around turning on power, or clearing control points for information on your brother.

The entire plot of the game is entering the oldest house to find your brother, and save him. And that’s exactly what you go ahead and do. There’s not much that happens in between. Nothing substantial enough to take note of. You learn a bit about Jesse’s past… but not enough to justify the runtime. The whole experience feels overly drawn out with not enough gameplay variety to keep it compelling.

It’s conceptual ideas don’t always come together satisfyingly, it’s save points are infuriating, and the dialogue exchanges feel stiff to the point of being awkward. And all of these issues are repetitious. So why did I give it 3 and a half stars?

Because when it kicks ass, it kicks ass all over the place. When the concepts do work, you get some really awesome stuff. The motel was a fun way to change the pace of the game. I liked the puzzle solving, though on the easier side. It also added to the weirdness of the environment. The cinematography in the cutscenes is gorgeous, and best of all, the final act is so damn cool.

The last act of this game really brought it together for me. The Maze is a section I see brought up a lot. For good reason too. The level design is slick, and motivated. The song choice adds to the excitement, and the combat feels amazing in the moment.

Trying to save Polaris felt like the right combat balance for me. It was hard, but not hard to the point that I wanted to put head through the tv. It was a really cool section that added a lot of tension. Plus the transition from that set piece into the fake credit sequence, into the office section was just incredible. I wanted more of this content the whole game! Then there’s the final combat stretch that was a bit harder and more frustrating than the Polaris section, but just as fun.

The game ends a bit too abrupt for my liking, but I’m hoping to take away something from the DLC’s. I’m also hoping that the storytelling is tighter knit with the shorter runtimes. We’ll see. Overall, it’s a frustrating game with its underutilized potential. I know you have it in you Remedy! But I can’t deny that I still enjoyed my play-through. Though it’s just that alone. My one (and done) play-through.

Easily the best couch co-op gaming experience I've ever had.

From consistently changing gameplay mechanics that are fantastic every time, to incredible level design, and boss battles... It Takes Two sticks the landing in every way in terms of gameplay.

There are so many little mini games sprinkled throughout that keep the experience exciting and creative- and small details scattered throughout every level that are easy to appreciate. I was impressed with every inch of this game top to bottom.

It's a total blast to play, and it's a wholesome, rewarding experience in just about every way it could be.

There are admittedly some tonal inconsistencies. I can't deny that. And I can see why people are unimpressed with the story. Especially when every other aspect of the game is a home run.

I can't pretend that I didn't enjoy it though. It took time for certain aspects to grow on me. Certain characters too. Eventually I came around to those aspects, and I felt as though the culmination of events led to a relatively satisfying conclusion for the story.

It was an unforgettable experience, and I can't wait to go back to it one day and play through it as May next time!

This is a much better experience if you play it with a couple of friends.

The story is decent, and it feels just like the kind of storytelling you would want from an Alan Wake experience. My only issue is that it feels as though it has no progression on Alan’s overall story or character arc. It feels very “villain of the week” esque in that regard. Though the villain they chose, Mr. Scratch, is a good one. Especially with those awesome videos you find throughout. The new enemy types were refreshing as well.

The gameplay is more fun and action oriented. Even during loops I found myself still enjoying it. I also appreciate that when there are timeloops, you would have to explore different sections of the same levels.

I think that playing it with friends was the ideal experience because if it began to feel too repetitive, we would rotate the controller… but I think that makes the biggest issue with this game pretty transparent.

The time loop sounds like a fun idea in theory… but it makes for a repetitive and somewhat meandering experience. If I rated this personally based off of my overall enjoyment with the experience, it’d probably be closer to 3 and a half stars. But I’m trying to be slightly more objective about it.